Author Topic: Betrayal at Calradia 0.2 - a Midkemia Mod for 1.x - Released July 15, 2009  (Read 20714 times)

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HokieBT

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This mod is based on Raymond E. Feist's books about Midkemia and is currently in a BETA testing phase. If you want to help with the coding, modeling, textures, or map editing, then it would be appreciated.

The Story
A magical rift has opened between the worlds of Kelewan and Midkemia allowing the Tsurani Army to invade the land. After nine years of fighting against the Kingdom Army the Tsurani have managed to capture several towns and castles and continue to bring more armies through the rift. With the Kingdom armies weakened, the Brotherhood of the Dark Path has started to attack from the North, and the Empire of Great Kesh has started to attack from the South, both hoping to expand their land.

Factions
- Eastern Kingdom of the Isles
- Western Kingdom of the Isles
- The Empire of Tsuranuanni
- The Empire of Great Kesh
- Brotherhood of Dark Path (Moredhel Elves)

Troop Tree
(click to show/hide)

Mercenaries
- Native Human Mercenaries (need to rename)
- Elves
- Dwarves
- Pantathian Serpent Priests
- Natalese Rangers (need to add)
- Nighthawks?

Outlaws/Bandits
- Trolls
- Goblins
- Quegan Pirates (need to add)
- Durbin Slavers (need to add)
- Nighthawks?
- Pantathian Serpent Priests?
- other human bandits?

World Map - created by Sepa


Screenshots
   

Download
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=1100

Team & Credits
HokieBT - coding
sepa - world map
Geroj - Tsurani, Goblin, and other models
Highelf - permission to use some items from Fantasy Mod
wildhorse - OSP Horses - http://forums.taleworlds.net/index.php/topic,50038.0.html
saregona - Better Horses Mod - http://forums.taleworlds.net/index.php/topic,52108.0.html
James - Flying Missile Pack - http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=9&lid=905

Latest News & Updates
http://forums.taleworlds.net/index.php/topic,48593.msg1818425.html#msg1818425

References
Midkemia Map - http://www.shoalcreek.com/feist/midkemia.htm
Midkemia Map with Location Info - http://www.shoalcreek.com/feist/midgaz.htm
Riftware Encyclopedia - http://www.crydee.com/raymond-feist/encyclopedia/riftwar-cycle
Riftwar info at Wikipedia - http://en.wikipedia.org/wiki/The_Riftwar_Saga
Midkemia Wiki - http://midkemia.wikia.com/wiki/Midkemia_Wiki
Betrayal at Krondor Soundtrack - http://www.queststudios.com/quest/bakcd/bakcd.html

These images below came from crydee.com (the author's official site) and shows a few of the races:

         Human                 Moredhel                 Dwarf                      Goblin                     Troll
   
« Last Edit: July 16, 2009, 03:56:21 PM by HokieBT »
 

HokieBT

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Re: Midkemia Mod (WIP)
« Reply #1 on: October 21, 2008, 04:04:29 PM »

this post reserved for future use
 

SellSword

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Re: Midkemia Mod (WIP)
« Reply #2 on: October 21, 2008, 04:56:44 PM »
Woah, thats a nice map!
I wish I knew a thing about modding...
Got to read this book it seems interesting!
And best of luck to you!

Oh yeah, btw idea threads are being flamed 'cause that person who thought of an idea dont know a damn thing about modding...
But this wont be flamed, 'cause you know scripting and stuff, am I not right?
« Last Edit: October 21, 2008, 05:00:09 PM by SellSword »

waraelm

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Re: Midkemia Mod (WIP)
« Reply #3 on: October 21, 2008, 04:58:46 PM »
what about the old star wars mod then?
 

HokieBT

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Re: Midkemia Mod (WIP)
« Reply #4 on: October 21, 2008, 05:09:36 PM »
what about the old star wars mod then?

I'll still be working on the Star Wars Mod and it will take up the majority of my time since it requires so many changes to models/items/map icons/textures/etc.  But I'm finishing up a new release of the Star Wars mod and need a break from that and want to work on something closer to the M&B native game.  Plus, I always wanted a Midkemia Mod so I'm tired of waiting for somebody else to do it.   ;)
 

Telapicus

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Re: Midkemia Mod (WIP)
« Reply #5 on: October 21, 2008, 05:19:18 PM »
So what another fantasy mod nice map tho big.


This thread is just ****ing confusing me now.

Banelion

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Re: Midkemia Mod (WIP)
« Reply #6 on: October 21, 2008, 05:21:34 PM »
I'd love to help with the map, but unfortunately, I can't download the map editor, link's broken :(

Telapicus

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Re: Midkemia Mod (WIP)
« Reply #7 on: October 21, 2008, 05:25:39 PM »
Id offer my help but I'm only good at doing the tedious balancing item editing basic good luck tho like the idea.


This thread is just ****ing confusing me now.

ko

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Re: Midkemia Mod (WIP)
« Reply #8 on: October 21, 2008, 05:42:07 PM »
I suggest that you take contact to those who made fantasy mod, they had some really good items and created one of the best mod ever done.

HokieBT

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Re: Midkemia Mod (WIP)
« Reply #9 on: October 21, 2008, 06:02:40 PM »
I suggest that you take contact to those who made fantasy mod, they had some really good items and created one of the best mod ever done.

yeah, once I decide on the final factions and troops, I'll know what models are necessary, and then try contacting some other mod creators to see if I can get permissions to re-use some of the models, etc.
 

Krosh

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Re: Betrayal at Calradia - a Midkemia Mod (WIP)
« Reply #10 on: October 22, 2008, 01:59:44 AM »
Wow! Feist is one of my favorite authors, so I love the idea! Sorry I have absolutely no modding experience, but at least you know there are other fans out here that would love a Midkemia mod!

I noticed you were wondering what else you could add for bandits... You could have just generic bandit groups as those were quite prevalent in the books. In the empire of Kesh there were always bands of desert raiders and slavers around. Also, you could consider having roaming groups of Nighthawks perhaps. Or maybe just have them randomly ambush the player in cities, like the normal bandits do in the native version.

Just some ideas.

fizzbich

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Re: Betrayal at Calradia - a Midkemia Mod (WIP)
« Reply #11 on: October 22, 2008, 02:17:30 AM »
I'll definitely show support for a new mod it sounds like a great idea, maybe after reading the books, I can try modeling some things for you (though be warned I'm quite a lazy person).

Btw, I only seem to have Magician Apprentice, and it seems that this world includes a lot of different books, which do you recommend?

Syn

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Re: Betrayal at Calradia - a Midkemia Mod (WIP)
« Reply #12 on: October 22, 2008, 08:47:49 AM »
well Magicians Apprentice is book 1.   There are alot more. next book in the series is Magician: Master.  They were the first 2, everything else spun off of those origional novels.

An idea for enemy's instead of bandits or black knights,  what about the invaders that came through the rift?  can't remember how to spell their names atm. (and I'm not going to embarass myself).  been awhile since I've read the books.  Since bandits spawn and just appear, why not have them as "scouting parties"  guess it depends on what timeframe your looking at also.

  I think the Brother hood of the dark path would also work for bandits instead of a faction.  who knows how many there are and when they will stirke.  well in the north anyways.
  South, Slave traders, or desert radiers.

kingdom of the isle's you could also split in to 2 factions if you want the west vs the east.
  or make em 2 factions and set them friendly towards each other.  They were different from each other. East was all nobles and pomp, West was frontier territory, more relaxed but hard working.

As for troop trees wish I still had the books.  Can't remember any specific "units" names. 

well that is enough for now.
 

J'ever notice, how all the self-sacrificing women in history, Joan of Arc, Mother Teresa... can't think of any others, they all die alone? The men, on the other hand, get so much fuzz it's crazy.  -Dr. Gregory House.

HokieBT

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Re: Betrayal at Calradia - a Midkemia Mod (WIP)
« Reply #13 on: October 22, 2008, 01:00:52 PM »
thanks guys, it has been a while since I've read the books too, and haven't found a ton of info online, so anything you guys can remember about specific troops, what each faction was good at, the type of weapons/armor, etc, is a help.

Syn had a good suggestion about adding the Tsurani since they were a big force in many of the books. I could put them as outlaws and they would attack parties but they wouldn't try and capture castles, etc.  Looking at the world map it seems like it would be difficult to try and involve all the factions I originally listed, so maybe I need to alter history a little and try for a mod like this...

Story: 
Borrick was unable to hold the Tsurani invasion back and they have now captured several towns/castles around the rift.

Factions:
Tsurani - lots of armies but only hold a few towns/castles at the start of the game
Kingdom of the Isles - lots of land/castles which causes armies to be spread out, maybe just Western Kingdom?
Kesh - have them attacking the Kingdom from the south, or maybe just start with the top 2 factions for now?

Mercenaries: - (I know Elves/Dwarves are strange for mercs but it may be the easiest way to get them involved)
Elves
Dwarves
generic Mercenaries

Outlaws:
Slavers, Desert Raiders, Brotherhood of the Dark Path, Bandits, Nighthawks, etc.

Any suggestions or comments are appreciated.
« Last Edit: October 22, 2008, 01:03:50 PM by HokieBT »
 

Kolba

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Re: Betrayal at Calradia - a Midkemia Mod (WIP)
« Reply #14 on: October 22, 2008, 02:00:48 PM »
Sounds good mod :P.